KING
Pack Alpha (dire wolf)

Pack Alpha (dire wolf)

Beast

T1d4Sovereign

A monstrous dire wolf, all muscle and terror-howl, that leads its pack on the hunt.

Tier 1  ·  Role Sovereign  ·  Pool Vigor 2 / Vitality 14  ·  AC 10  ·  ATK +2  ·  Save DC 11  ·  Dmg d4

AC108 base + 2 Sense
Vigor2Tier + Heart mod, regenerates
Vitality1410 + 4 x Tier
Move40 ft
Initiatived8 - d3rerolled each round
Attack+2d20 + bonus vs AC, two or three a turn
Damaged4crit 2d4
Save DC11Tier 1 DC
Crit18+Cunning 14
Sovereign2actions a round, after another turn ends
Disruptd6on any Vitality loss
StatScoreModDie
Body16+3d6
Mind6-2-d3
Sense14+2d4
Heart13+1d3
Cunning14+2d4
Fate11+0-

Passives

Passive

Pack Tactics

Advantage on attack rolls against a target that has another creature adjacent to it.

Passive

Keen Senses

Advantage on Cunning checks that rely on scent, and cannot be surprised by scent alone.

Maneuvers

Maneuver

Savage Bite

A bite that knocks the target prone if it hits and the target is Full size or smaller.

Declarations

Declared in the enemy tactical window and resolved at the start of its next turn. Any Vitality it loses first forces the disruption roll: on a 1 the telegraph is lost.

Declaration

Terror Howl

Telegraph · disrupt d6 · Heart save

Throws back its head and howls. Every enemy within 30 ft makes a Heart save (DC 11) or takes 1 damage and is frightened for 1 round.

Reactions

Reaction

Run Down

When a fleeing creature moves within reach, the Pack Alpha gets a free attack against it.

Tactics

GM tactics

Howls to rattle the party before closing, then singles out and runs down anyone who breaks and runs.

Running it

Rules

  • Shield of Tier + Heart mod over a Vitality pool of 10 + 4 x Tier. Full Vigor at combat start; at the start of its turn it rolls 1 exploding d4s and regains 1 Vigor per 4. Dead at 0 Vigor and 0 Vitality.
  • A hit rolls d4. A crit rolls two: 2d4.
  • Crits on a natural 18+ (Cunning 14).
  • Two or three attacks in a normal turn: multiattack is the threat scaler, and one swing a round makes it a mook.
  • Sovereign: 2 Sovereign Actions a round, spent after other combatants' turns, on top of its attacks.
  • Any Vitality lost while a telegraph is pending forces its disruption roll; on a 1 the telegraph is lost.
  • Never checks morale: it fights to 0 Vitality or to the exit written into its lowest phase.
  • NPCs never take wounds.